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Patch Update #430 - New Striker turret, new Alterations and decorations


theFiringHand
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By the way, The min & max damage stated for Striker in the wiki is for 1 single rocket per 2 sec launch?

 

Also in comparison with Thunder M4, can I safely say that Striker M4 splash damage is weaker than it?

Edited by Phoenix.Rising

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By the way, The min & max damage stated for Striker in the wiki is for 1 single rocket per 2 sec launch?

 

Also in comparison with Thunder M4, can I safely say that Striker M4 splash damage is weaker than it?

The exact same. The average damage for Thunder and Striker M4 are the exact same, which leads to, given the same radius (10 meters) and the same weak splash damage (10%), comparable splash.

Edited by r_I_already_won0

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Striker laser is too similar to Shaft and at medium to long range, it is quite difficult to realise whether you're running into a shaft or a striker. Both enemies have to be dodged in a different way.

I realise it's difficult to give a separate color so my suggestion is to give striker two lasers. Two parallel beams quite near to each other won't cause too much confusion and they'll also serve the job of being distinguishable from Shaft.

Topic merged

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After the recently added turret striker was added, my friends and I have been having trouble distinguishing a striker laser from that of a shaft. Both are red or blue according to battle format and or teams. When I'm busy dealing with someone else, I don't have time to look behind me where I see a laser pointing at my back. If it is that of a striker, I can stay still for an extra second knowing that it first has to lock on before delivering a deadly blow, giving me a second to finish up my business and try to dodge the missiles, or estimate when the striker has locked on so I can move out of the way and the enemy gets hit (DM.) If it is the laser of a shaft, I have to move immediately so I don't get hit. 

Just an idea, maybe make the striker laser four parallel lasers instead (one for each barrel,) or make it thicker or another color altogether (orange instead of red and purple instead of blue.) 

 

Please give me feedback, I would be very pleased if this was implemented into the game!!!

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So the ammo changes it's like the famous Bran reply to Stan:"This is another mess you put me in to!"From now on I if I have a gun at M3 level (suppose)it thoesen't metter because the standard ammo is effectivnes.Now I must buy the other type for 50kcrys!The standard ammo it's like I'm shooting in the enemy with luftbaloons. I'm just curious what will be the next mouvment of the admins.Maybe I will be unable to play the game till I didn't buy kerosine for my tank.Shame on you!

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I guess it's more like 0,20 x 1,20 = 0,24 ........ -> 24%

But I actually do not know.

No, when I got you right, you are mixing the critical chance with the increase of critical damage by the M2 alt.

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Topic merged

On the Striker laser being similar to a Shaft laser:   No, this doesn't need to be changed.  A critical hit from a Smoky is a lot like a low power arcade shot from a Shaft or a weak Rico or a single impact from Twins.   If I'm hit from behind, I'd need to look to see what it was and how to respond.  This is just one of the "fog of war" issues that has to be dealt with.

Edited by Reallusion
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I've been using striker m0 on my alt, and it's practically useless when it comes to quick hulls as enemies. Even viking and dictator manage to get away from it. Today I killed mammoth m0 (most probably on full health) with striker's complete lock and I realize it'll be far better if it could aim quicker and have less damage in exchange.

 

And Striker should also have manual quick aiming. If target is in range and we hold spacebar for a short time, it can shoot 1 or 2 missiles instead of 4, atleast deal some damage than letting the enemy get away so easily. Most of the time, players are just standing there trying to lock aim forever and it's way too easy to kill them.

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I've been using striker m0 on my alt, and it's practically useless when it comes to quick hulls as enemies. Even viking and dictator manage to get away from it. Today I killed mammoth m0 (most probably on full health) with striker's complete lock and I realize it'll be far better if it could aim quicker and have less damage in exchange.

 

And Striker should also have manual quick aiming. If target is in range and we hold spacebar for a short time, it can shoot 1 or 2 missiles instead of 4, atleast deal some damage than letting the enemy get away so easily. Most of the time, players are just standing there trying to lock aim forever and it's way too easy to kill them.

They can still move while trying to lock aim.

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The price on striker is a little high tbh - I mean it isn't badly priced but i can buy a m2 cheaper  than the m1 of "Striker" 

 

It will take me a bit to earn up that amount also. 

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On the Striker laser being similar to a Shaft laser: No, this doesn't need to be changed. A critical hit from a Smoky is a lot like a low power arcade shot from a Shaft or a weak Rico or a single impact from Twins. If I'm hit from behind, I'd need to look to see what it was and how to respond. This is just one of the "fog of war" issues that has to be dealt with.

You're actually wrong there. It is very easy to distinguish between all the turrets you mentioned there. The whole point of laser is to allow enemies to locate these turret users.

To be more clear, if I am behind a cover and the my base flag is only a few metres away, but I see a laser in between I should be able to determine whether it's a shaft or striker. A shaft will be able to deal a huge amount of damage immediately (and in all probability, kill me) but with Striker, I'll have a few precious seconds to reach my base.

So, you see, it's not a "fog of war" thing but actually something adding to the strategic gameplay. Experienced players can distinguish turrets by their sound alone even if they are at a distance. But with Striker and shaft, it's not a matter of experience but plain ambiguity for no real reason.

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You're actually wrong there. It is very easy to distinguish between all the turrets you mentioned there. The whole point of laser is to allow enemies to locate these turret users.

To be more clear, if I am behind a cover and the my base flag is only a few metres away, but I see a laser in between I should be able to determine whether it's a shaft or striker. A shaft will be able to deal a huge amount of damage immediately (and in all probability, kill me) but with Striker, I'll have a few precious seconds to reach my base.

So, you see, it's not a "fog of war" thing but actually something adding to the strategic gameplay. Experienced players can distinguish turrets by their sound alone even if they are at a distance. But with Striker and shaft, it's not a matter of experience but plain ambiguity for no real reason.

*sees laser* "Oh no, a laser. I dont know if its a shaft or a striker but i have this flag and i really dont want to lose it!" *drives into the laser* PEW *instant death* "So its a shaft! Good thing i know now because i can avoid that la...wait...."

 

 

I honestly dont know what your trying to say here but when you cant see the turret the laser belongs to theres no way to tell if its a shaft or striker. You run to your flag and its a shaft, you die. No amount of experience can save you here.

Edited by railguniz4noobz

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*sees laser* "Oh no, a laser. I dont know if its a shaft or a striker but i have this flag and i really dont want to lose it!" *drives into the laser* PEW *instant death* "So its a shaft! Good thing i know now because i can avoid that la...wait...."

 

 

I honestly dont know what your trying to say here but when you cant see the turret the laser belongs to theres no way to tell if its a shaft or striker. You run to your flag and its a shaft, you die. No amount of experience can save you here.

Exactly what I'm trying to say. That's why striker's laser needs to be changed.

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